Vault and Time (historical) - PJR027.pdf

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The Vault and Time
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T HE V AULT AND T IME
Copyright © 2003 Philip Reed and Christopher Shy. All Rights Reserved. The Whispering Vault is a trademark of Philip Reed and Christopher Shy.
The Sanguine Seal is a trademark of Alex Gray, used with permission.
The Whispering Vault created by Alex Gray.
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T HE V AULT
AND T IME
W RITTEN BY
Chad Brinkley
E DITED BY
Jonathan Nichol and Philip Reed
P ROOFREADING BY
Dr. Jest
C OVER AND BACK COVER ART BY
Christopher Shy
I NTERIOR ART BY
Robert Cram, Fil Kearney,
Pat Loboyko, Larry MacDougall,
Brad McDevitt, Dave Mackay,
Laura Pelick, and Christopher Shy
P RODUCTION BY
Philip Reed
W ELCOME
The Vault is timeless. As has been men-
tioned in previous Whispering Vault products,
Hunts can take place in the past, present, or
future.
This supplement assists gamemaster in the
running of Hunts set in our past. In addition to
suggestions and a timeline, five sample eras
are provided.
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T HE V AULT IS E TERNAL
I remember the days when I used to fear time. I saw it ravage my mother,
tearing at her skin with sharp talons and wearing away her mind like tides
taking the cliffs by the sea. But I now see time for what time is – a shattered
mirror whose individual fragments reflect all that has gone before and all
that is yet to be. I no longer fear these shards of memories and prophecy
for I have found the paths between them.
Due to the Stalkers’ status as defend-
ers of the Dream, they are granted access
to all of time and space. The Unbidden
can transgress the Realm of the Flesh at
any point and so a Hunt could legitimate-
ly take place anywhere and at any time.
While this provides a great deal of flexi-
bility for gamemasters designing an
adventure, it can also be somewhat intim-
idating. Running a game set in an histori-
cal period requires that gamemasters have
at least a passing familiarity with the time
in question so that they can convey some
of the flavor the setting has to offer.
Gamemasters cannot be expected to have
immediate knowledge of every period
they might wish to set a game in and
research can be time consuming. This
chapter is intended to provide gamemas-
ters with some ideas as to how they might
go about running a Whispering Vault sce-
nario set in the past.
to think that just providing the characters
with a playground will be enough to satis-
fy them. Players must have action and
direction as well as time and location.
Thus, it is appropriate to stage a Hunt in
the midst of the French Revolution, but
inappropriate to just have the Stalkers mill
about in the midst of the French
Revolution to see what happens.
Similarly, why go to the trouble of
constructing a well crafted set if you never
intend to use it? Sometimes gamemasters
will claim that they are using a setting
when they really are not. Stating that a
Hunt takes place in Ancient Egypt means
little if the characters never encounter any-
thing unique to the time period. Players
need some landmarks to remind them
what set they are on. Thus, in the course of
the Hunt, the characters could take a trip
on the Nile, watch the construction of a
pyramid, and trade riddles with the
Unbidden at the foot of the Sphinx.
K EEPING THE P ROPER
P ERSPECTIVE
An historical period is nothing more
then a backdrop against which the Hunt
takes place. Very much like the scenery of
a play, the setting of an adventure provides
a colorful surrounding and a set of props
to play with. Intricate and detailed settings
add depth and texture to an adventure, but
they can never stand alone. It is a mistake
S TYLE B EFORE
S UBSTANCE
One of the greatest worries gamemas-
ters have when running historical scenar-
ios is that they might not get all of the
details right. What was the monetary unit
in ancient Greece? Who was president of
the United States in 1929? What year was
the telephone invented?
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Gamemasters live in fear of these
types of questions. They are afraid that if
they can not answer them, their adventure
will somehow lose its appeal or seem less
“real.” The problem becomes worse if one
of the players happens to know something
about the period in question. What hap-
pens if the players know more about histo-
ry then the gamemaster?
One thing to remember is that
Whispering Vault is a game which focuses
on the larger scope of things. Stalkers are
regularly fighting to hold the very fabric of
reality together. In comparison to that bat-
tle, what year the telephone was invented
will likely seem trivial. It is, therefore,
more appropriate to focus on the unique
flavor of a given historical period rather
then get bogged down in all of the details.
For example, what one of Ghengis Khan’s
Mongols has for dinner is probably not
going to be as interesting to the characters
as the barbaric way in which he eats it.
Furthermore, Stalkers (by their
nature) are not very likely to be interested
in most of the specific details relevant to a
given historical period. Their single mind-
edness in finding the Unbidden and cast-
ing them back into the Vault prevents the
Stalkers from seeking out famous person-
alities or indulging in politics unless it is
necessary for the Hunt. Also, when a Hunt
does require interaction with key individu-
als, they must tread lightly. Any action
taken by a Stalker outside the Temporal
Isolation of an Enigma may affect the
Chronosphere. This becomes twice as
likely when the Stalkers are interacting
with important figures in history. Of
course, the Forbiddance will prevent
Stalkers from taking actions seriously
injurious to the Chronosphere, but the
Forbiddance is not a loving tutor and a
misstep could end a Stalker’s career. Also,
due to their preternatural abilities, Stalkers
have little use for technology and many
mortal tools are useless to them.
Therefore, they will have little need to
concern themselves with when particular
objects were invented. Similarly, money is
not something most Stalkers will ever have
to deal with since they never really need to
buy anything. Thus, many of the questions
which could trouble a gamemaster are not
likely to come up.
the Dream create a Realm which is of nei-
ther Flesh nor Essence and which is
Temporally Isolated. Anomalies can exist
in these pseudo realities. Thus, an NPC
could use a phone ten years before they
were invented.
For some gamemasters, this solution
lacks elegance. Provided that it will not
interrupt the flow of game play, gamemas-
ters should feel free to admit they made a
mistake. Usually these mistakes will not
drastically affect the course of the Hunt
and taking care of them early will prevent
historic minded players from being upset
for the rest of the game.
Finally, if the players know more
about the period then the gamemaster, the
gamemaster should feel free to milk them
for information before play begins.
Perhaps the gamemaster could request the
player to write down some brief notes on
historical customs or important people
they would like to see come up in play.
This is one way in which the gamemaster
can make use of the player’s area of
expertise without giving away any details
of the Hunt. This will save the gamemaster
from doing unnecessary research and it
will make the players feel included.
Roleplaying is, after all, a group oriented
activity.
All of this is not to say, however, that
historical details should be deliberately
eliminated from the game. Some interest-
ing tidbits can add substance and make the
adventure more interesting. Gamemasters
who have such knowledge available
should feel free to use it as long as it does
not become the focus of the game. (Having
an NPC from the American Civil War
comment on President Lincoln’s foreign
policy is interesting, but having the
Stalkers follow Lincoln around and watch
his career progress in biographic fashion is
not.)
T HE U NSEEN
IN H ISTORY
Sometimes, a gamemaster will be
tempted to make an important historical
figure one of the Unseen. Though the
temptaion to make Ivan the Terrible a
slavering Unbidden is great, it should be
avoided. This is not only because
“Unbidden Ivan” cheapens human histo-
ry by making every important event the
“fault” of the Unbidden or the Stalkers,
but also because “Unbidden Ivan” is
nearly impossible cosmologically. (For
Despite the game’s focus, there will
inevitably be times when a gamemaster
fails to be historically accurate about
something. Perhaps an NPC phoned for
the police when telephones haven’t been
invented yet. One easy way of getting
around this problem without losing face is
to invoke the power of the Corruption. As
the rule book states, Enigmas Corrupting
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